Conditions: Difference between revisions

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(Added sections for Stack ID, Stack type and Duration.)
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'''Conditions''' are changes in a character's status, both beneficial and harmful. They can be inflicted by certain [[Spells]], class features, surfaces and other environmental hazards, and so on. Many conditions are temporary, and some can also be removed with the right spell or potion.  
'''Conditions''' are changes in a character's status, both beneficial and harmful. They can be inflicted by certain [[Spells]], class features, surfaces and other environmental hazards, etc. Many conditions are temporary, and some can also be removed with the right spell or potion.  


== Stack ID ==
== Stack ID ==
All conditions have a stack ID that is not visible in-game. Two conditions with the same stack ID cannot be applied at the same time. It is for example not possible to have {{cond|Hastened}}, {{cond|Celestial Haste}} and/or {{cond|Haste Spores}} at the same time since they all have the Stack ID {{code|HASTE}}. What happends when applying a condition when the same condition or a condition with the same stack ID is present is decided by the conditions [[Stack type]].
All conditions have a stack ID that are not visible in-game. Two conditions with the same stack ID cannot be applied at the same time. It is for example not possible to have {{cond|Hastened}}, {{cond|Celestial Haste}} and/or {{cond|Haste Spores}} at the same time since they all have the stack ID {{code|HASTE}}. What happens when applying the same condition again or a applying a condition with the same stack ID, is decided by the [[stack type]] and/or [[stack priority]] of the condition you are applying.


== Stack type ==
== Stack type ==
Stack type determines what happends when applying a condition when that same condition or a condition with the same stack ID is already present. This tells you which condition you will end up with if you try to apply multiple conditions of the same stack ID, and tells you which conditions can be added on top of each other for increased duration. There are four different stack types:
Stack type determines what happens when applying a condition, when that same condition or a condition with the same stack ID is already present. This tells you which condition you will end up with if you try to apply multiple conditions of the same stack ID, and tells you which conditions can be added on top of each other for increased duration.  
 
There are four different stack types:
; Stack
; Stack
: The new condition is applied separately, allowing multiple instances of the same condition.
: The new condition is applied separately, allowing multiple instances of the same condition.
; Ignore
; Ignore
: The new condition is not applied, and the present stays as it is keeping it's current duration. Often used by equipment variation of conditions, E.g. if you have [[Barkskin (Condition)|Barkskin]] until long rest and equip the [[Barkskin Armour]], the condition from the armour will not replace the one you have until long rest.
: The new condition is not applied, and the present stays as it is keeping its current duration. Often used by equipment variation of conditions, e.g. if you have [[Barkskin (Condition)|Barkskin]] until long rest and equip the [[Barkskin Armour]], the condition from the armour will not replace the one you have until long rest.
; Overwrite
; Overwrite
: The present condition is replaced by the new one. E.g. if you have [[Hastened (Condition)|Hastened]] from drinking a {{RarityItem|Potion of Speed}} and drink another one, you will replace the condition you currently have, immediately making you {{Cond|Lethargic}}.
: The present condition is replaced by the new one. E.g. if you have [[Hastened (Condition)|Hastened]] from drinking a {{RarityItem|Potion of Speed}} and drink another one, you will replace the condition you currently have, immediately making you {{Cond|Lethargic}}.
; Additive
; Additive
: The duration of the new condition is added onto the duration of the already present condition. E.g. if a creature as 1 turn of [[Radiating Orb (Condition)|Radiating Orb]] remaining and receives it again for 2 turns, it will have 3 turns remaning.
: The duration of the new condition is added onto the duration of the already present condition. E.g. if a creature as 1 turn of [[Radiating Orb (Condition)|Radiating Orb]] remaining and receives it again for 2 turns, it will have 3 turns remaining.


== Duration ==
== Duration ==
The duration of a condition is determined by the source the condition is applied from. Some conditions do not have durations. This may be conditions who are active based on something else like a passive feature or standing near something. The condition {{Cond|Lightly Obscured}} is a condition that doesn't have a duration, instead it is automatically applied if you are {{cond|Hiding}} in a place with little light, and is automatically removed when not hiding anymore. [[tick type]] is a mechanic that determines when a condition loses it's duration. When you are outside [[turn-based mode]] or combat mode, one turn is 6 seconds.
The duration of a condition is determined by the source the condition is applied from. Some conditions do not have durations. This may be conditions that are active based on something else, like a passive feature or standing near something. The condition {{Cond|Lightly Obscured}} is a condition that doesn't have a duration, instead it is automatically applied if you are {{cond|Hiding}} in a place with little light, and is automatically removed when not hiding anymore. There are also conditions that don't lose duration over time. This may be conditions that lose duration as a result of something else, like {{cond|Arcane Ward}} which loses duration when you are hit. Conditions also don't lose duration if you are in dialogue or a cutscene. However, this only counts for character that are part of the dialogue/cutscene and not just listening in.
 
[[Tick type]] is a mechanic that determines when a condition loses its duration. When you are outside [[turn-based mode]] or combat mode, one turn is 6 seconds.
 
=== Tick type ===
=== Tick type ===
Tick type determines when a condition loses it's duration, which most of the time is either at the start or end of the creatures turn. Tick type is not displayed in-game. The different tick types are:
Tick type determines when a condition loses its duration, which most of the time is either at the start or end of the creatures turn. Tick type is not displayed in-game.  
 
The different tick types are:
; StartTurn
; StartTurn
: The condition loses duration at the start of the creatures turn.
: The condition loses its duration at the start of the creature's turn.
; EndTurn
; EndTurn
: The condition loses duration at the end of the creatures turn. An example of this is [[Blade Ward (Condition)|Blade Ward]]. If a creature applies a condition like this to itself that lasts for 1 turn it will lose that condition as soon as soon as it ends it's turn, for example using {{SAI|Action Surge}}.  
: The condition loses its duration at the end of the creature's turn. An example of this is [[Blade Ward (Condition)|Blade Ward]]. If a creature applies a condition like this to itself that lasts for 1 turn it will lose that condition as soon as soon as it ends its turn, for example using {{SAI|Action Surge}}.
; StartRound
; StartRound
: The condition loses duration at the start of the ''round''. The start of the round happends before the first creature in the initiate order starts it's turn.
: The condition loses its duration at the start of the ''round''. The start of the round happens before the first creature in the initiative order starts its turn.
; EndRound
; EndRound
: The condition loses duration at the end of the ''round''. The end of the round happends after the last creature in the initiate order ends it's turn.
: The condition loses its duration at the end of the ''round''. The end of the round happens after the last creature in the initiative order ends its turn.


== Status properties ==
== Status properties ==
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! Name !! Description
! Name !! Description
|-
|-
| None ||  
| {{SP|None}} ||
|-
| {{SP|Performing}} ||
|-
| {{SP|InitiateCombat}} ||
|-
| {{SP|BringIntoCombat}} ||
|-
| {{SP|ForceOverhead}} || Will display the condition over the creature's model when applied and removed.
|-
| {{SP|IsChanneled}} ||
|-
| {{SP|IsInvulnerable}} || Creatures this condition is applied to can not take damage.
|-
| {{SP|ExcludeFromPortraitRendering}} ||
|-
| {{SP|LoseControl}} ||
|-
| {{SP|ForceNeutralInteractions}} ||
|-
| {{SP|PeaceOnly}} || Can only be used outside combat.
|-
| {{SP|AllowLeaveCombat}} ||
|-
| {{SP|DisableImmunityOverhead}} ||
|-
| {{SP|DisableInteractions}} ||
|-
| {{SP|Toggle}} ||
|-
| {{SP|IgnoreResting}} || This condition is not removed after a [[long rest]].
|-
|-
| Performing ||  
| {{SP|IgnoredByImmobilized}} ||  
|-
|-
| InitiateCombat ||
| {{SP|Blind}} ||  
|-
|-
| BringIntoCombat ||  
| {{SP|MultiplyEffectsByDuration}} || The effects of this condition is multiplied by the amount of turns remaining.
|-
|-
| ForceOverhead || Will display the condition over the creates model when applied and removed.
| {{SP|TickingWithSource}} ||  
|-
|-
| IsChanneled ||
| {{SP|DisableOverhead}} || Does not show the condition over the creature's model when applied and removed.
|-
|-
| IsInvulnerable || Creatures this condition is applied to can not take damage.
| {{SP|DisableCombatlog}} || Does not show the condition in the combat log when applied or removed.
|-
|-
| ExcludeFromPortraitRendering ||  
| {{SP|DisablePortraitIndicator}} || This condition is hidden and not shown on the creature.
|-
|-
| LoseControl ||
| {{SP|ExecuteFunctorsOnOwner}} ||  
|-
|-
| ForceNeutralInteractions ||  
| {{SP|IsInvulnerableVisible}} ||  
|-
|-
| PeaceOnly || Can only be used outside combat.
| {{SP|ApplyToDead}} ||  
|-
|-
| AllowLeaveCombat ||  
| {{SP|GiveExp}} ||  
|-
|-
| DisableImmunityOverhead ||  
| {{SP|Burning}} ||  
|-
|-
| DisableInteractions ||  
| {{SP|NonExtendable}} ||  
|-
|-
| Toggle ||  
| {{SP|FreezeDuration}} || This condition does not lose duration over time.
|-
|-
| IgnoreResting || This condition is not removed after a [[long rest]].
| {{SP|UnavailableInActiveRoll}} ||  
|-
|-
| IgnoredByImmobilized ||  
| {{SP|OverheadOnTurn}} || Will display the condition over the creatrues model at the start of their turn.
|-
|-
| Blind ||  
| {{SP|UnsheathInstrument}} ||  
|-
|-
| MultiplyEffectsByDuration || The effects of this condition is multiplied by the amount of turns remaining.
| {{SP|IndicateDarkness}} ||  
|-
|-
| TickingWithSource ||  
| {{SP|LoseControlFriendly}} ||  
|-
|-
| DisableOverhead || Does not show the condition over the creatures model when applied and removed.
| {{SP|DisableCapabilitiesMessage}} ||  
|-
|-
| {{SP|AllowLeaveDisallowJoinCombat}} ||
|}
|}


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== List of Conditions ==
== List of Conditions ==
The following is a small sample of the conditions known to the wiki. See more either by clicking the "more" button, or the full list at [[List of Conditions]].
Below is a few examples of conditions that can be applied to player characters and NPCs. Click the "more" button for a paginated listing of all conditions registered in the wiki's database.


{{ConditionsTableHeader}}
{{ConditionsTableHeader}}
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{{ConditionsTableFooter}}
{{ConditionsTableFooter}}


[[Category:Conditions]]
[[Category:Gameplay mechanics]]
[[Category:Gameplay mechanics]]

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